/*
 * This file is part of the OregonCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

 /* ScriptData
 SDName: Boss_Aeonus
 SD%Complete: 80
 SDComment: Some spells not implemented
 SDCategory: Caverns of Time, The Dark Portal
 EndScriptData */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "dark_portal.h"

#define SAY_ENTER         -1269012
#define SAY_AGGRO         -1269013
#define SAY_BANISH        -1269014
#define SAY_SLAY1         -1269015
#define SAY_SLAY2         -1269016
#define SAY_DEATH         -1269017
#define EMOTE_FRENZY      -1269018

#define SPELL_CLEAVE        40504
#define SPELL_TIME_STOP     31422
#define SPELL_ENRAGE        37605
#define SPELL_SAND_BREATH   31473
#define H_SPELL_SAND_BREATH 39049


class boss_aeonus : public CreatureScript
{
public:
    boss_aeonus() : CreatureScript("boss_aeonus") { }
    struct boss_aeonusAI : public ScriptedAI
    {
        boss_aeonusAI(Creature* c) : ScriptedAI(c)
        {
            pInstance = (ScriptedInstance*)c->GetInstanceData();
            HeroicMode = me->GetMap()->IsHeroic();
        }

        ScriptedInstance* pInstance;
        bool HeroicMode;

        uint32 SandBreath_Timer;
        uint32 TimeStop_Timer;
        uint32 Frenzy_Timer;

        void Reset()
        {
            SandBreath_Timer = 30000;
            TimeStop_Timer = 40000;
            Frenzy_Timer = 120000;
        }

        void EnterCombat(Unit* /*who*/)
        {
            DoScriptText(SAY_AGGRO, me);
        }

        void MoveInLineOfSight(Unit* who)
        {
            //Despawn Time Keeper
            if (who->GetTypeId() == TYPEID_UNIT && who->GetEntry() == C_TIME_KEEPER)
            {
                if (me->IsWithinDistInMap(who, 20.0f))
                {
                    DoScriptText(SAY_BANISH, me);
                    me->DealDamage(who, who->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
                }
            }

            ScriptedAI::MoveInLineOfSight(who);
        }

        void JustDied(Unit* /*victim*/)
        {
            DoScriptText(SAY_DEATH, me);

            if (pInstance)
            {
                pInstance->SetData(TYPE_RIFT, DONE);
                pInstance->SetData(TYPE_MEDIVH, DONE); //FIXME: later should be removed
            }
        }

        void KilledUnit(Unit* /*victim*/)
        {
            switch (rand() % 2)
            {
            case 0:
                DoScriptText(SAY_SLAY1, me);
                break;
            case 1:
                DoScriptText(SAY_SLAY2, me);
                break;
            }
        }

        void UpdateAI(const uint32 diff)
        {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            //Sand Breath
            if (SandBreath_Timer <= diff)
            {
                DoCastVictim(SPELL_SAND_BREATH);
                SandBreath_Timer = 30000;
            }
            else SandBreath_Timer -= diff;

            //Time Stop
            if (TimeStop_Timer <= diff)
            {
                DoCastVictim(SPELL_TIME_STOP);
                TimeStop_Timer = 40000;
            }
            else TimeStop_Timer -= diff;

            //Frenzy
            if (Frenzy_Timer <= diff)
            {
                DoScriptText(EMOTE_FRENZY, me);
                DoCast(me, SPELL_ENRAGE);
                Frenzy_Timer = 120000;
            }
            else Frenzy_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };

    CreatureAI* GetAI(Creature* pCreature) const
    {
        return new boss_aeonusAI(pCreature);
    }


};
void AddSC_boss_aeonus()
{
    new boss_aeonus();
}

